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TheSubstitute

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  • @Zolfo16 said:

    I think we should not remove the depip but instead working in order to make that kind of gamplay unappealing.

    FC should be a viable option only for endgame situations.

    We can do both but it's not just limited to facecamping. An iridescent ranked survivor will probably depip if the killer afks during a match. As well, there's no reason a killer should depip after meeting a well coordinated SWF that, since there are no adjustments to MMR, they stomp the killer. With grades only being a BP reward now, there's no reason to keep depipping.

  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723371#Comment_2723371

    Survivor queues were just as long before CoH and DH validations.

    That hasn't been my experience. Survivor queues for me have gotten longer.

  • I would love to see more cosmetics such as Ace's cap on Bubba masks. With the exception of one face that has a controversy associated with it the other faces are much harder to tell they came from a survivor. Something like Ace's cap and/or glasses would really stick out.

  • Killers that are hard tunneling and camping don't magically forget who they were just camping. Showing the hook states would be a nice QoL change for killers that don't camp or tunnel. As other killers have stated on this thread, I also don't want to take out a survivor too early from the game and, if there is a BPS in play, I don't want to kill any survivors period. Showing the hook states would give me info that I might have missed, such as a survivor not being rescued until second stage from one hook, and help me stop accidentally killing a survivor.

    I have been camped and hard tunneled when playing survivor. It completely sucks but if the killer is totally ignoring the wounded unhooker or any other survivors trying to block or take protection hits while the tunneling killer just single mindedly chases me showing hook states won't make a difference.

  • I find it not so bad as Nurse as long as there isn't Shadowstep just because I can quickly get to the gens; not ideal but not so bad. It's a nightmare as any other killer and a dream when I play survivor though. It's not balanced at all.

  • If I can share one, I had a 2 man SWF that was using Head On and flashlights to try to bully me. By the end of the game, I had killed one of the SWF group, slugged the two solos, and the other SWF was tbagging at the exit gate while wounded.

    Fortunately, he left enough space between him and the gate so that I could move behind him and hit him so he fell forward (ie towards the entrance, not the exit). I then picked him up, hooked him, dropped the two solos off closer to the exit gate so they could crawl out, and went back to spend some quality time on hook with the last SWF member.

    He could have gotten away but just had to do that last tbag. I remember that game fondly.

  • Myers needs a buff but keep his Tombstone piece and Iri add-ons as they are. Myers always gives off a feeling of dread because you never know if they're using an instakill add-on or not. That feeling of dread is what I want when I play survivor.

  • Solo queue! Oh, I'm sorry. I thought the title was asking for word associations.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714175#Comment_2714175

    You’re the one getting seriously upset that you’re unable to win playing badly but still losing to players of your own skill level. You’re saying you can only have fun if you can play against weaker players so that you can win without putting in any real effort to beat them and then coming here to rant about how the game is badly designed because if you don’t try to win against other players who are as good as you are you lose.

    If you really didn’t care about this you’d just play the game and if you lose then you lose and not worry about it. Your MMR would go up or down regardless, sometimes you’d win and sometimes you’d lose, but you’d just play the builds you like and not care if you lost because they’re not optimal and the opponents are good. That’s how I play, anyway. 🤷‍♂️

    I'm just posting this so I can get some more clarity if that's fine. Here's what I'm hearing from the OP.

    (A) The op is going into the matches with the intention of letting all the survivors live. Their goal is 8 hooks (2 on each survivor)

    (B) The op is saying that getting to Iridescent is, as per the devs, only a function of playtime. However, it is not just a function of playtime as once you hit Gold it's very hard to advance without killing at least one survivor.

    (C) The op would like to get to Iri One but would like to do so without having to kill a survivor.

    What I'm hearing from your arguments is:

    (1) The OP is bullying newer players. However, the OP is letting all the survivors go and survivors can only get more BP if there is interaction between the survivors and the Killer.

    (2) The OP just wants to win against weaker players. However, the OP is saying that the OP lets all the survivors escape. That means that is a loss.

    These two sides seem like they're not arguing about the same position. Am I misreading something or is there some connection I'm missing?

    As a side note, the OP's original complaint is that they cannot advance in grades without killing survivors and, therefore, advancing in grades is not just a function of playtime like what the devs said. The OP wants to move up grades but doesn't want to be forced to kill survivors. That's how the original complaint reads to me anyhow.

  • Doesn't smurfing and harassing newbies imply preventing them achieving their objectives? Unless you can explain how a survivor would get Altruism and Evasion blood points without any interactions with the Killer it sounds like the survivors the OP faces are walking away with one and a half times to twice as much BP as they would if the OP had killed them early on in the game. Sounds like a good deal to me.

  • @Akumakaji said:

    Ya'll are sooo wrong! Clown has ALL the best noises, huffing and puffing, wheezing and sneezing his way through the game ; pur delight.

    True, Clown always sounds like he's one chase away from the Entity having to send EMTs to revive him.

  • @Sludge said:

    Not letting people go isn't toxic though.

    You can argue all day about teabagging or smacking people on hooks or post game trash talk, but playing the game and killing survivors isn't toxic.

    I don't think anyone is saying killing survivors is toxic. It does really suck if you're face camped or hard tunneled. What I find is that if I alternate hooks though so the very earliest a survivor could be killed is five hooks and generally I don't see a kill until 7 to 9 hooks keeps the BP high for everybody and my games are a lot more chill.

  • @BenZ0 said:

    I dont get it anyway why ppl try to be nice as killer

    Farming, you appreciate the way they played, they're completely new and got mismatched with you for some reason or maybe your puppy looked at you with big, soulful eyes just as you were about to do a 4 survivor slug. Any reason, really.

    The most practical one is that the longer the survivors are around the more chances you have to get BP. If I get eight hooks and spare all 4 survivors I normally get 30K to a bit over 31.5K as my base points. Throw on BBQ and Chili and I'm looking at over 60K for one match.

  • @Laluzi said:

    The best way to get survivors to be friendly and appreciate you is to beat the ######### out of them and then visibly spare them. Then it's all sunshine and item gifts and people offering themselves at hooks. Take it from a pro: leaving someone downed on death hook instead of hooking them, or doing your best deer in headlights impression so that guy can get the flashlight save he's been ineptly hungering for all match, just gets you tbagged at gate and "LOL GGEZ BABY KILLER"d in chat. You've gotta go a step further and set them back on their feet, or drop them in front of a totem or gen, or maybe pick up a bunch of slugged survivors and arrange them in a pile before wandering off so someone else can pick them up. You have to deliberately kick those "this is not normal killer behavior" bells.

    If you allow them to think that they outplayed you when you were deliberately making subpar decisions, like letting people go because you felt bad for constantly running into them, or pretending you don't know someone's in that locker, they'll shrug it off at best and laugh at your ineptitude at worst. People just don't expect the killer to be nice with the current state of the community and it won't be the explanation they jump to unless you shove it in their face with bright flashing lights.

    Definitely this. While the more experienced can pick up on it, I've been tbagged by survivors on death hook that can't figure out if I slugged them four or five times while they're on death hook instead of walking a few meters to a hook perhaps that could mean I wasn't trying to kill them.

    I will add what also sometimes gets the point across is if you carry the survivor to the hook and then drop them at the base of the hook. The best way to get the intent you're not trying to kill them is to put it up in neon lights.

  • Here are a few ideas:

    (1) Pick three gens that are close together and patrol those gens mercilessly. Patrol other gens that are closeby and let the survivors go crazy on any gens that are too far away to successfully patrol. If you chase a survivor and they drop a pallet break the pallet and leave chase. Check the gens and slowly build up your dead zone around the gens until you can drop survivors in a reasonable amount of time.

    (2) For certain killers, pick Lethal Pursuer. Start the game by disrupting the initial generators and putting pressure on the survivors.

    (3) If the survivors can keep one hand on gens and spend a decent amount of time keeping you busy they will get a 3 or 4 person escape. If you slug more then someone will have to come pick up the slug which ties up two survivors.

    (4) Are you newer to the game? If so, why are you tunneling? I don't mean this in a bad way but, if you are new, you do not have the experience to determine if tunneling is the needed play. If you are tunneling, are you also camping? More experienced survivors will then counter it by splitting up on gens and completing three to four of them.

    Also, although it won't eliminate BMing if you don't do it, survivors will be more toxic at end-game if you camp and tunnel. I'm not saying they won't be if you don't as some people will be toxic no matter what but if you camp and/or tunnel you will run into more toxicity. So, your choices for right now are either don't care about the BMing or don't camp or tunnel and get a reduced amount of BMing.

    (5) Ruin is always a bit useful but it is only very useful if it stays up a decent length of time. Pairing it with Undying guarantees more time. For myself, I only use it by itself with Surveillance as quite often survivors will check to see if there's Ruin by stopping for a second or they will hide once they hear your TR. That will immediately alert you to where some survivors are and which gen they're working on. For gen slowdown, I find Deadlock or Pain Resonance to be a lot more helpful than Ruin by itself.

  • If we could do the far more important and pressing job of nerfing Pig this wouldn't be an issue.

  • @Clevite said:

    The biggest issue between the two, IMO, is not the communication,it's the commitment to the team.

    #########, If I SWF, one of our mates speaks only French, I speak only English, and I know I will not go to second stage because they will save me. We don't need to communicate this, we just understand how the game is played and are committed to giving each other a solid teammate.

    As solo, many are only concerned with their own game. That is why killers prefer to verse solos, the strength of SWF is not the comms it is in the commitment. Sure the comms help, but at a certain point, 4 really good solos are just as formidable as any SWF.

    This is completely true. I solo queue when I play survivor but occasionally get party invites. I don't use comms and won't use comms for survivor but I have a lot more escapes in a party simply because my teammates will try to save me if I'm hooked. In solo queue, that can be quite a hit or miss proposition.

  • @ThanksForDaily said:

    So the "DS guy" had to die because you tunneled them?

    It was endgame. More likely, they were unhooked close to the last gen going off and used DS as a get out of jail free card to tbag the killer.

    Once EGC starts, DS should deactivate.

  • If a teammate dies while there are three or four gens left the killer is almost guaranteed a 4K in solo queue. Try to (preferably) save your teammate or, in the case of a Basement Bubba face camp or something similar, slam out gens like mad and hope the hooked survivor will take one for the team and stay up as long as possible.

    If possible when saving, don't let a hooked survivor go to stage 2 on their first hook. That makes it much easier for the killer to get a subsequent kill and makes it far less likely anyone will get out. Losing a pair of hands at the beginning or early mid game is better for the killer than three gen defense or slowdown perks.

    If the survivors keep at least one person on the gens at all times the probability is that the survivors will escape. If there isn't the probabilities shift to favor the killer. Three people don't need to do a hook save, sometimes two are needed, but almost never three.

    By whatever you hold holy or near and dear in your heart don't BM Myers. Don't BM period but especially don't twerk in front of the killer that has insta death addons that activate by spending time watching survivors. Just please don't or, at the very least, offer yourself up as the first kill for being stupid enough to feed the Myers.

  • Nearly always as long as they didn't BM and they made an attempt to rescue the second last survivor or showed they actively helped their team. If they were just dead weight hoping they can hide out to the last minute they can give me the Sacrifice BP instead. Also, if they're a David King with No Mither I'm assuming they're doing the Adept David King or the No Mither Tome challenge and they're guaranteed to not get a third hook as long as they don't BM. That's a painful achievement/challenge to do.

  • I'm incredulous that somebody is arguing for nerfing anything that has to do with Clown. Or even making comparisons about an Iri head that can hit you over a pallet or vaulting versus a bottle that requires a follow up basic attack. Even with a strong iri attachment, Clown is average at best

  • z7Koo7PMaxaqO-t5Yp3v8jnRiJ_eGY74O02NZEoU4TQ.png

    The possum is the Bubba. The survivors are the pastries. Wouldn't you be mad if someone made you move after that? Do Not Enrage The Bubba!!! Let the poor little guy digest his meal in peace.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/301025/fun-and-the-connection-to-winning

    I'm very similar to you, I really don't care about kills but getting my 4 stacks of BBQ and having some fun chases is what makes the match a win in my book. Same when I play survivor, i don't care if I live or die but in the means in which that happens and if I can get a Head On stun off or two, I'm normally pretty happy!

    Fun is always the most important thing for me in any game, my time is too limited with my other responsibilities to do things that are not fun in my time off.

    I've got a lot of hours in DbD, and I still have fun with it - even though it's partly work for me these days because over 40hrs of a working week are DbD related, I still play on Live in my freetime to enjoy the game.

    Exactly! I play video games to have fun and relax as well; it's my free time and I want diversion instead of stress.

  • If killers were not able to be blinded during locker pick ups it would be different. If a survivor is dropped in the open I can always position my character to face a wall or rock when picking up; I can't change position during a locker pick up.

    That wouldn't change the whole 'let's mess with the Killer for fun' attitude or the stretched res but it would at least help alleviate one of the problems. Personally, I think killers should just be able to declare a defeat and open the gates after a certain amount of minutes. That way, when faced with people whose only goal in the game is to make the killer miserable, you can just end the game, give them their 5K for survival, and find a fun match.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705683#Comment_2705683

    No it is not. Your definition of bullying is extremely flimsy. It’s a computer game, and it’s an imaginary flashlight being clicked. An imaginary hook being hit. Etc. That’s not bulling, no matter how desperately you want to pretend it is.

    Bullying online is still bullying. No matter how many times you say people should just get over it there is still another person on the other side.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704903#Comment_2704903

    No it doesn’t. We are talking about trivial, meaningless nonsense like clicking an imaginary flashlight in a computer game, and trying to twist it into some kind of abuse lol.

    However, if you manage to invent a mind control device that can take away people’s free will, maybe you can use it to stop them from engaging in whatever you deem to be “toxic” behaviour.

    Depending on the context, it's bullying. It doesn't matter if bullying happens on-line or off-line; it's still bullying.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702323#Comment_2702323

    It’s a computer game.

    Many of the things mentioned in this thread are mostly irrelevant. Hook hitting for example. It’s a computer game where the killer is supposed to kill the survivor. Hitting the hook is hardly a tragedy and if it bothers someone too much, it’s on them to change how they react to it. That’s the only thing that will actually help them.

    Or people could not be toxic. There is a real person on the other end which makes it more than just a video game.

  • Exactly. An analogy to what BHVR is telling us is that if someone says 'f u' then that's bad. However, if they're giving you the middle finger then they're just raising a finger and that's not toxic.

    Tbagging can't be removed because crouches can mean many things; 'thank you', 'hi', etc and survivors have very few emotes. Tbagging at the exit gates, as an example, is the digital equivalent of giving someone the middle finger. It's toxic, diminishes the enjoyment of the game, and drives some players away.

    While it can't be mechanically removed, the devs could at least state that they're against it. Here's an example from Planetside 2.

    Encountering a toxic player or cheater? Here's the best way to report them.

    Just stating that the devs dislike it because it diminishes enjoyment of the game would be great to see. Now, in Planetside 2, where I am objectively terrible, is an FPS game, and my biggest contribution is normally drawing fire so my teammates can make a kill while my character gets killed I only see a small fraction of the toxicity I see in Dbd. I am quite definitely far more successful in Dbd than I am in Planetside 2 but I quite often enjoy Planetside 2 simply because of the lack of comparable toxicity.

    Toxicity causes problems in gaming communities and drives players away: even just a statement saying the devs are committed to player enjoyment and good sportsmanship is better for the community would help to combat that.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703555#Comment_2703555

    By just using Brown offerings for BP and no BBQ i was able to get to the 1mil within two to three days

    Focus solely on the grind and youll just end up unhappy

    You will get unhappy but, by including BBQ, doing tome challenges, and focusing on prioritizing hooks over kills I can get 1 million BP every four to six hours, hence the temptation.

    A side benefit is that focusing on hooks my MMR stays down enough I don't get teams that are roleplaying Navy Seals who went to Quantico for high school and took Isreali Special Forces training for their weekend hobby. The fun remains and I don't worry about the grind which, as you said, can definitely burn you right out

  • Any of the roster that falls below S tier and A tier.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699019#Comment_2699019

    No that's not enough.....THINK BIGGER......

    6 Blink Minimum.

    Completely silent.

    Each Blink causes survivors to scream and drop items.

    120% Movent Speed

    Hmmm something is missing.....hmmm oh and finally All Dwights instantly die.

    I think all Dwights instantly dying upon loading in is more of a quality of life buff for both sides.

  • @Mandy said:

    I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.

    Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.

    And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).

    Merriam Webster has one of the meanings of toxic being ' extremely harsh, malicious or harmful eg toxic sarcasm. ' If a player is doing something to deliberately ruin the fun for another player then I would argue that falls within that definition.

    While a lot of it can't be banned, BHVR seems to be doing the video game equivalent of 'boys will be boys' instead. That's also detrimental to the game as it's pretty obvious the in-game toxicity has hurt player retention for DbD.

    While a lot of it can't be banned, it can definitely be discouraged which BHVR does not appear to be doing. If BHVR is serious about caring that all of its players are having fun even stating BHVR disapproves of players attempting to ruin the fun of other players would help more than the current apathetic attitude that, intentionally or not, BHVR is currently displaying to its player base.

  • No idea, slugging is very little BP though and usually done for strategic value (up pressure, prevent save attempts etc)

  • Mercy:

    (A) Any BPS or cake offerings

    (B) Anyone asking for mercy

    (C) Groups at random when I hit Iri One. Sometimes I just let everyone go, sometimes not

    (D) Snoot boopers when I play Pig. One does not simply disrespect booping the snoot. I'll even crouch on the gens with them so they can screenshot the Pig trying to help them do gens if they want (not possible of course but looks funny)

    Any of those lead me into just farming with the only exceptions being below. If I'm just farming I'll literally stand at a pallet so a survivor can stun me for their 1,000 points. Sometimes I have to turn my back to the survivor to show them it's not a trick and they I'll walk into pallet stuns so they can max put Boldness while we max out Chase.

    No Mercy

    (1) Tbaggers.

    (2) Bully squads just trying to blind and/or stun me for no strategic purpose. If it unnecessarily happens once or twice, it could be for a challenge and I let it go but if it's plain it's just to annoy me all restraints come off.

    (3) Survivors that don't respect that I'm farming. Rare but if I've hooked you once or twice and slugged you a couple if times I'm probably purposefully not putting you on death hook. If you them try to do flashlight saves to prevent me from my BBQ stack you get the third hook.

    (4) Leaving a survivor to one hook. I don't care if they're a random but I try to maximize hooks, not kills, as it's more fun for everyone. If you leave someone to one hook when I'm on the other side of the map you get to be my proxy vengeance on the survivors that left me to one-hook in my solo queue.

  • The frustration you're feeling is completely understandable. I find what's important to keep in mind is that the people doing this are either immature, don't have enough awareness and/or empathy to understand how their actions affect people, or they're just miserable, terrible people who get their fun out of making other people feel bad. It isn't a reflection on you; it's a reflection on them.

    You will, unfortunately, find people doing this but, at the very least, it should get better. I know, for myself, it did as time went on. There is still way too many toxic people but, as long as you are enjoying the game, focus on the good matches and good people you'll come across.

    With human nature being what it is the good people and matches will feel overshadowed by the toxic people you'll run across but, if you can, make an effort to keep the positive encounters in the forefront of your memory.

    The only people who can make an impact on the situation in the large scope is BHVR. Until and if that happens, I hope you can keep the positive in mind. I hope what I said can help a bit and you end up having more fun. We need more respectful people in the game and I hope it goes well for you.

  • @Marigoria said:

    If nurse needs a buff, pig needs a nerf.

    100% correct. Nurse is at an abysmal 42.98% kill rate and Pig has a 57.76% kill rate. Myers is at a 56.20% kill rate so he's obviously overperforming. Clown has a 50.02% kill rate but that's only I because I play him at times and I single-handedly lowered the kill rate by 10%. He's totally OP.

    Buff Nurse. Nerf Pig, Clown and Myers.

    Spoiler: For those that aren't sure this is a satirical post. I haven't read the entire thread but the op is satirizing the dev's kill rate data being used for balancing decisions.

  • I'm by the Rockies so NA West as well. Queue times during the day have lengthened but are still short and become long as evening hits. I solo queue so I don't know if that makes a difference but, when I started in September, it was instant daytime and shortish in the evening.

  • Dealing with toxic survivors and the overall stress. I play video games to relax and as a distraction; my playtime has been half and half (used to be nearly all killer) because I find survivor to be a lot more relaxed and not require as much focus and concentration.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697269#Comment_2697269

    Well, at least when you're getting bm'ed in the exit gates you can simply hit them and make them leave. I do wonder--would players still complain if Survivors simply stood in the exit rather than crouching repeatedly? I'm actually pretty sure I've seen people complain about that, too...

    When you're getting facecamped, there's nothing you can do about it except go watch YouTube, hang out on the hook to buy your teammates time and wait to go back to lobby. The gameplay is non-existent.

    Crouching and clicking do not affect gameplay in any way, shape or form. It's purely emotional.

    That's why it's behavioural. On a different note, someone will always complain about something but if the majority of standing in the gates was just to farm BP then people would be appreciative of it. As an example, if the survivors aren't toxic and understand what I'm doing, I'll quite often hit a survivor, let them be healed so the survivors get that juicy late heal BP, hit another so the now healthy survivor(s) can share in it just in case their altruism isn't maxed out, etc. By the end of the game, my Brutality and Chase BP is nearly always maxed out but if I can spend a couple minutes to do something nice I will.

    Some of the complaints come from misunderstanding. As an example, standing at the gates can be an attempt to give the killer some survivor found, hit and/or possibly deviousness BP but it's not like there's a clear line demarcating step here and you're in danger or step here and you're safe so survivors could make it appear as if their intention is to taunt when, really, they're just trying to give BP to the killer.

    That, unfortunately, is overshadowed by the people who BM in the exit gate or wait until the killer is about to give them a hit and then DH just to be jerks.

    Pleasant behaviour to the other side leads to a more pleasant game overall but I know it's not going to happen everytime. If it happened more often than it does right now people would complain less though.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697412#Comment_2697412

    You are asking me to make the killer tunnel me abusing BT and then you are asking for BT to be deactivated if it's a protection hit? You make me so confused. Also, I will never make the killer tunnel me. That's not the point. If they are not tunneling they should not be forced to eat DS or even BT.

    I'm not asking you to; I'm explaining one of the ways it's abused. I agree that tunneling is annoying but right now DS is being used against non-tunneling killers. If DS were changed so that it couldn't affect non-tunneling killers then saying it should have two uses would have a lot more support. Right now, giving it two uses would just increase the shenanigans. Once the changes I mentioned are made, then I'd be fine with it.

    Of course, I'm not a comp player. They might still disagree but that's because tunneling is also used as a counter to how fast gens can be done.

    Maybe a buff/debuff to gen speeds based on the following:

    Generator finished (debuff)

    Survivor Sacrificed (buff)

    Minutes of Match (reduce debuff).

    If it were balanced properly, that could make it so the only way gens could be rushed is if a survivor is tunneled. The meta move would then be to spread out hooks while survivors couldn't just gen rush until the killer has a chance to chase and play the game as long as the killer doesn't tunnel. That could reduce complaints and make it more fun for both sides.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696429#Comment_2696429

    "Too strong"? Are you ######### kidding. It's strong against tunnelers. If the killer is not even tunneling you have a perk for nothing which is good for killer, so it's NOT too strong if it's a situational perk. What are we talking about here?? The fact that I want perks against camping, tunneling, slugging etc it's too strong lmao. But tunneling itself it's not too strong. Give me a break with your "too strong" reply.

    Right after being unhooked, especially with BT active, get in the killer's face to stop them chasing the unhooker and, if the killer chases you, go into a locker. If the killer picks you up, DS them. BT and DS are both used offensively. Change it so BT deactivates if it's a protection hit so a wounded unhooker can't be protected like that and have DS deactivate if the survivor goes into a locker or as soon as another survivor gets hooked.

    As well, if somebody just got unhooked while the last gen is being finished and the Killer found someone get in the killer's face and see if they pick you up. Wham, DS and a guaranteed escape. Change it so DS deactivates as soon as the last gen finishes.

    If those changes were advocated for at the same time then saying DS should activate after each hook would be a lot more palatable.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696355#Comment_2696355

    In all of those cases, the Killer still has full control of their character and can play the video game. In the case of facecamping, the Survivor being facecamped can't do anything. They have zero control of their character and have to just sit and wait until they're back to lobby.

    Also, kinda weird to mention things that have nothing to do with the subject. Facecamping is a Killer behavior that is unwarranted--and it only punishes everyone involved. None of the Survivors get any bloodpoints to speak of due to lack of interaction with the Killer, the facecamped Survivor ends the game with <5k points, and the Killer gets next to no points as well. It is 99% of the time a spiteful interaction and serves no purpose except to waste everyones' time.

    However, the things you mentioned are not spiteful in any way, shape or form. All of those things are part of normal gameplay and if anything are to be blamed on poor matchmaking and imbalance, rather than player behavior. Facecamping is purely a behavioral problem.

    I'm not trying to nitpick but facecamping does serve a purpose in-game; a poor purpose that in most cases harms the survivor's enjoyment short term and the killer's enjoyment long term but still a purpose. It's tbagging and bming especially at the exit gates that would be behavioural. I would also add that I'm against facecamping in most cases but if a survivor tbags or bms in game then they deserve to be facecamped and tunneled.

  • @JexxTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697016#Comment_2697016

    Hello Good M. Cantelope. I also play in the PST timezone in North America. Every day. Sometimes all day. I see the same thing you do. in the morning, survivor wait time can be almost instant. At 6:30 AM, the Killers are quite good. They have fancy clothes and bring lots of gen progress perks and addons. They offer up sacrifice tokens or kill direct tokens. And I can't survive usually. By 7:30, it gets easier and I am no longer getting killers with russian and chinese names. It is survivors playing killers during this time of day from 7:30 - noon. At noon, some killers again start dressing up and bringing full set of perks / offerings. They are ruthless. Wait times are still short for survivor and instant for killers. At 3:pm, all the great killers get home from school and start killing. They are again good killers and usually successful. Survivor wait times are long until 7:PM. from 7:PM - 2:am, the wait times get shorter and shorter. It is only the ratio of survivor / killer that affects wait times.

    I have about 75 friends. And from 3:PM to 7:PM, there are always about 15 playing. During other times, it is more like 5.

    If you M. Cantelope, feel the game is survivor sided then I suggest bringing perks that slow down generator progress. There is one that locks out generators for 90 seconds. That is a long time. Also, start camping the hook more often. We cant resist unhooking. Down the hooked person again and kill them to leave only 3 survivors. We cant deal well with that. Bring starstruck to see survivor locations. Bring the offerings that show you survivors. If you cant get them, your match level will go down until you get less experienced survivors. Its just that. Time of day and you have been too successful and expect to continue with your success. When you start loosing, it is only temporary. Same thing happens on the survivor side. I get killed and killed and eventually get an easier killer. I dont believe there is a mass exodus of killers. It just is not happening. I play killer and this happens to me. I get flashlight cowboys for a while and then eventually they go away and I can catch people again. The only unbalanced thing in this game is peoples success expectations. If it is not fun for you, I understand. But many killers get 4 kills in my world. You act like we can bring gen parts and purple flashlights to every match. This is just not the case in my experience. Most survivors bring nothing at all. I have reached red 1 twice now so I do play a lot. The events only bring out more people.

    I'm in Mountain Central Time and that's not typical of my experience.

    Morning, short wait time for survivor: Check, but longer than when I first started (ie no longer instant)

    6:30 AM: No clue and no plans to find out.

    8 or 9 AM until 5 or 6 PM: Short wait times on survivors (used to be instant), short wait time on killers (used to be medium to long)

    After 6 or 7 PM: Long wait times on survivors, Instant queues on killers.

    Before the Epic launch, I got sweaty survivors after 7 PM (my expectations changed from 2 kills to 2 or 3 hooks) and had just started getting really sweaty killers (as in I got stomped hard whereas I escaped some of the time before). Now after the launch, my games are more normal.

    If I had to guess, I would say people were leaving but the influx of new people from Epic has normalized things again for a while at least.

  • As soon as it hits 3 stacks is generally when I see it get cleansed.

  • The only part of this I don't believe is that you saw a Deathslinger.

  • @Leatherface1990 said:

    The GRIND is the best part of the game. It made me into a MAN. I am Married with Children now.

    Say hi to Peg for me.

  • It was nice for Fragrant Tuft Myers when I could go up to the balconies and stalk. On the other hand, my experience on it as Trapper I would just like to somehow purge from my memory.

  • This also explains why my first few days were so hellish; I read a guide for new players and it said that unlocking BBQ and Chili first was the best for reducing grind so I played Bubba. I also didn't camp because the guide pointed out that if you camp you don't develop the skills needed to chase later on so that meant as soon as I got out of complete newbie ranks, which didn't take very long at all I got more experienced survivors with all the baggage. So they nearly always escaped against someone with less than a week playing and BM'ed me mercilessly at every opportunity.

  • I agree, when I'm playing survivors, as soon as I see Bubba I play very cautiously as things can snowball very quickly. And when I play Bubba I get tons of hate despite not camping and not tunneling either. To escape against Bubba you can't play cocky and I think that's part of the reason he gets the hate; although Bubba has tons of counterplay Bubba's dangerous if your goal is to annoy the killer.

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